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Fixes off-coloured sprites in Vulpcanin Fluffy Tail Marking, removes unnecessary SRCs, MORE
Adminbus body accessories (currently only the snake body) will override TAIL_OVERLAPPED and avoid circumstances where the body/unform and such would cover the snake body on mobs that were adminbussed but their species had the TAIL_OVERLAPPED flag.
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@@ -207,10 +207,10 @@ var/global/list/damage_icon_parts = list()
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var/husk_color_mod = rgb(96,88,80)
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var/hulk_color_mod = rgb(48,224,40)
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var/husk = (HUSK in src.mutations)
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var/fat = (FAT in src.mutations)
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var/hulk = (HULK in src.mutations)
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var/skeleton = (SKELETON in src.mutations)
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var/husk = (HUSK in mutations)
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var/fat = (FAT in mutations)
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var/hulk = (HULK in mutations)
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var/skeleton = (SKELETON in mutations)
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if(species && species.bodyflags & HAS_ICON_SKIN_TONE)
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species.updatespeciescolor(src)
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@@ -299,7 +299,7 @@ var/global/list/damage_icon_parts = list()
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//END CACHED ICON GENERATION.
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stand_icon.Blend(base_icon,ICON_OVERLAY)
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if(src.species.bodyflags & TAIL_OVERLAPPED) // If the user's species is flagged to have a tail that needs to be overlapped by limbs...
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if(((body_accessory && istype(body_accessory, /datum/body_accessory/tail)) || !body_accessory) && species.bodyflags & TAIL_OVERLAPPED) // If the user's species is flagged to have a tail that needs to be overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
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overlays_standing[LIMBS_LAYER] = image(stand_icon) // Diverts limbs to their own layer so they can overlay things (i.e. tails).
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else
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overlays_standing[LIMBS_LAYER] = null // So we don't get the old species' sprite splatted on top of the new one's
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@@ -548,7 +548,7 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/proc/update_mutantrace(var/update_icons=1)
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//BS12 EDIT
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var/skel = (SKELETON in src.mutations)
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var/skel = (SKELETON in mutations)
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if(skel)
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skeleton = 'icons/mob/human_races/r_skeleton.dmi'
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else
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@@ -1053,7 +1053,7 @@ var/global/list/damage_icon_parts = list()
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clear_alert("legcuffed")
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if(legcuffed)
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overlays_standing[LEGCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "legcuff1")
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throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = src.legcuffed)
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throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
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if(m_intent != "walk")
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m_intent = "walk"
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if(hud_used && hud_used.move_intent)
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@@ -1143,7 +1143,7 @@ var/global/list/damage_icon_parts = list()
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accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
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if(tail_marking_icon && (body_accessory.name in tail_marking_style.tails_allowed))
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accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
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if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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if(((body_accessory && istype(body_accessory, /datum/body_accessory/tail)) || !body_accessory) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/under = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "accessory_none_s")
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under.Insert(new/icon(accessory_s, dir=SOUTH), dir=SOUTH)
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@@ -1168,7 +1168,7 @@ var/global/list/damage_icon_parts = list()
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tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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if(tail_marking_icon)
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tail_s.Blend(tail_marking_icon, ICON_OVERLAY)
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if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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if(((body_accessory && istype(body_accessory, /datum/body_accessory/tail)) || !body_accessory) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "blank")
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under.Insert(new/icon(tail_s, dir=SOUTH), dir=SOUTH)
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@@ -1212,7 +1212,7 @@ var/global/list/damage_icon_parts = list()
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accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
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if(tail_marking_icon && (body_accessory.name in tail_marking_style.tails_allowed))
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accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
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if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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if(((body_accessory && istype(body_accessory, /datum/body_accessory/tail)) || !body_accessory) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "Vulpkanin_tail_delay")
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if(body_accessory.allowed_species && (species.name in body_accessory.allowed_species))
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@@ -1239,7 +1239,7 @@ var/global/list/damage_icon_parts = list()
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tailw_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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if(tail_marking_icon)
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tailw_s.Blend(tail_marking_icon, ICON_OVERLAY)
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if(species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs...
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if(((body_accessory && istype(body_accessory, /datum/body_accessory/tail)) || !body_accessory) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
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// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
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var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.name]_tail_delay")
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under.Insert(new/icon(tailw_s, dir=SOUTH), dir=SOUTH)
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Binary file not shown.
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Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 56 KiB |
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